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Move Approval V
Also, forgot to add this before, take a look at the integration power. It literally allows you to do what you want here. The power let's you absorb rock or other materials and incorporate them into your body. Taking in rock would make you slower, but harden your skin and give more weight behind your melee attacks. I'm very tentative to approve something so similar to an existing power, and I'd honestly just fork out the 1000 OM for it if I were you. (You could get a move to let you create rock or whatever to absorb on the fly in conjunction with it, if you wished)

If you do still want a move like this, then:
>It would need area defense (to protect yourself via the move).
>It would need a limited duration. Like a short term boost to your melee strength coupled with a body shield.
>It may need additional drawbacks, I'll see what it looks like after you make some changes.
https://omniverse-rpg.com/showthread.php...#pid137749

bumping these moves since it seems they mighta got lost in the crowd.
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(07-01-2018, 11:03 PM)Weiss Schnee Wrote: -Ice dust, Frozen Lake (300 OM) - Requires ranged proficiency, Debuff proficiency, Area attack proficiency
[spoiler]Weiss stabs her sword into the ground, holding the blade firmly into the ground for around 2 seconds. A relatively even, thin square of ice forms across the ground, roughly 15 feet wide, in front of the blade. The Ice functions like regular ice in every respect, being slippery to walk on, difficult to gain traction on, only mildly durable, translucent, and allowing anyone with the proper grace to slide upon it's surface - and anyone without the proper grace to fall on their butt. The only notable difference is a resistance to ambient heat - it can even withstand the flames of the ashen steppes for a brief period.
The ice is relatively easy to break, but requires effective Area-of-effect moves to properly purge from an area due to it's nature as a sheet of ice covering the ground, and can last for up to a couple minutes. The energy drain on Weiss is moderate, but she is not immune to the effects of her own ice, meaning she has to worry about slipping on her own move just like anyone else would.[/spoiler]
Ice Dust, Snow Drift (300 OM): - requires ranged proficiency, area attack proficiency, debuff proficiency
[spoiler]Weiss slashes upwards with Myrtenaster in a target direction, and rapidly forms a four foot high, six foot long bank of snow. The Snow itself forms roughly into a fattened arrowhead, and sails forward at a relatively slow rate of 40 meters per second in the targeted direction.

The move is relatively light on Weiss's stamina - repeated uses will wear her out if she attempts to use it several times in a short period, however. The Damage is quite minor, being comparable to a light jab from the user, and even against someone with lower DEF, it's unlikely to leave anything more than a couple completely superficial boo-boo's unless the stat difference is immense - at least half of Weiss's attack or lower. The knock-back is, however, fairly strong, capable of knocking a prime with equivalent defence off their feet on a direct hit, and disorienting and staggering someone for a brief moment against someone with less than double her ATK in DEF. anyone who can move out of the main "center" of the ice drift's way is likely to just be swept to the side, still on their feet.

Weiss is also limited to using this move no more than once in a five second period, in order to allow her Ice dust chamber time to refill itself, and it's range taps out at only 20 meters.[/spoiler]
Sound Dust - Tier 1 Super Defence - requires physical proficiency, area shield proficiency (600 OM)
[spoiler]Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands directly from the tip of her blade, covering her in a protective dome of energy. this ability can stop a single super move of the same tier, or powerful normal moves for a couple seconds, but is heavily draining on Weiss's energy reserves, using up 1 sp. the Dome is relatively small, and the move can't be used to directly shield another person without Weiss being able to get in the way of the attack.[/spoiler]
-Hierro - Requires physical proficency (900 OM)
[spoiler]Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into three major areas of her body - her chest, her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.
The protection this move gives is fairly significant - if Weiss were to grab the blade of someone with similar ATK to her DEF, while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. Weiss is limited to a maximum of five seconds at a time using this move, and as it drains her more the longer she uses it, Using this move for long periods, repeatedly, will cause her to completely run out of stamina.

Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower more than one part of her body at a time, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.

For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and General sensation are all similar to striking a metal barrier.

As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless.[/spoiler]

Ice dust, Frozen Lake: Approved, but without debuff proficiency. (You're making the floor slippy, not applying a negative effect to an actual person.)

Ice Dust, Snow Drift: Approved.

Sound Dust: Approved.

Hierro: 
>I'd only make this cost 300 OM. It's just shielding an area of your body. I won't make you pay more OM to change where the protection is - so long as each area is roughly the same size. You may wish to rewrite it a bit to just give a rough size of the max area you can protect.
"if Weiss were to grab the blade of someone with similar ATK to her DEF"
>I'd let you grab pretty much any blade. You've got the good fatigue drawbacks. Maybe if they were swinging it really hard it might still hurt you, but even, then, I'd expect there to be a charge time for their attack. Your 'shield' is small, and has a good energy drain and a fair charge for its duration. I'd expect it to be pretty strong.
"As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless."
>You don't need to go in this much detail when it comes to defensive moves. Especially stat-wise. Even a low ATK prime can charge up strong moves, and someone with a high ATK can have a very weak move. You don't really need to follow stats quite as much in your move descriptions.
(07-10-2018, 10:22 AM)Dane Regan Wrote: Also, forgot to add this before, take a look at the integration power. It literally allows you to do what you want here. The power let's you absorb rock or other materials and incorporate them into your body. Taking in rock would make you slower, but harden your skin and give more weight behind your melee attacks. I'm very tentative to approve something so similar to an existing power, and I'd honestly just fork out the 1000 OM for it if I were you. (You could get a move to let you create rock or whatever to absorb on the fly in conjunction with it, if you wished)

If you do still want a move like this, then:
>It would need area defense (to protect yourself via the move).
>It would need a limited duration. Like a short term boost to your melee strength coupled with a body shield.
>It may need additional drawbacks, I'll see what it looks like after you make some changes.

Appreciate the prompt feedback. I'll go back to the drawing board with this one. My idea with the technique was to make use of a general hardening as both a defensive and offensive technique that would be offset by the inability to "follow-up" due to the excessive nature of the hardening and the inability to modulate it as efficiently as Integration would allow. Kind of a flavorful technique in my confused character's development arc. Thanks again for the notes, I'll save them for later if I try to move forward with something like this.
You could also purchase an Alternate Form that prioritizes ATK and DEF over SPD and TEC and I think it'd work exactly like you want it.
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Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material.

Each form has its own special property:

Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have) The poison debuff does not stack, only extends the duration. As the poison would usually be metabolized in an effort to rid the body of this foreign material, I figured it would just be more realistic to have it extend rather than stack.

Size: about 15-18 inches from hilt to tip, assume the length to be about from elbow to middle finger.


Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)

Size: Katana: about from waist to the ground


Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)

Size: They're about full body height, or around five feet each.

Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)

Size: about 6 feet

Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency) The shield itself forms into an energy bubble that deflects attacks, most specifically ones that involve magic or energy, although physical attacks are less effective than they would be without the bubble.

size: half bubble that covers the entire body with a little wiggle room.
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(07-10-2018, 05:51 PM)Violet Wrote: Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material.

Each form has its own special property:

Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have) The poison debuff does not stack, only extends the duration. As the poison would usually be metabolized in an effort to rid the body of this foreign material, I figured it would just be more realistic to have it extend rather than stack.

Size: about 15-18 inches from hilt to tip, assume the length to be about from elbow to middle finger.


Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)

Size: Katana: about from waist to the ground


Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)

Size: They're about full body height, or around five feet each.

Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)

Size: about 6 feet

Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency) The shield itself forms into an energy bubble that deflects attacks, most specifically ones that involve magic or energy, although physical attacks are less effective than they would be without the bubble.

size: half bubble that covers the entire body with a little wiggle room.

You don't need area attack just to swing a weapon and slash multiple enemies with it. Unless I'm visualising this wrong and you had something else in mind?

Poison Effect - This will need a max duration of time that it can be extended to.

Movement speed increase - just be aware that burst movement only works in second long bursts, continuously using it in the way you're describing will tire Violet out pretty quickly.

Bo Stave - The Ki blast part of this move, are they different to the Ki Blast move you already have?
The bo stave acts as sort of a focus to help direct the ki blasts a little more effectively. Duration can be a few seconds per application before the poison is fully metabolized, but getting hit with them will reapply the poison and refresh the duration. The katana's area affect is intended to hit more than one target at a time if she was in that situation. I don't see myself using this in an actual pvp situation (although it's not ruled out), but more for plot fodder than anything.
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@Violet:

I'm still not sure why you're thinking you'll need area attack. Could you clarify?

Poison effect - Ah, okay, so it doesn't add to the duration, but resets it back to 15 seconds then.

Bo stave - With the homing thing, I'm going to say no, it'd be buffing a move outside of a super utility.

my suggestion would be that you update your current ki ball move to utilise the homing proficiency.

All you'd need to do is purchase homing, add a line to the ki ball move about how they follow the target etc.

if you'd like some help, you can PM me on here or discord and we'll get it ironed out.
I already have homing proficiency. Also, even if kept to solo story purposes, it's unusable in that way?
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Hierro - requires physical proficiency (300 OM)

Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into three major areas of her body - her chest, her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.

The protection this move gives is fairly significant - if Weiss were to grab the blade of an opponent while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. Weiss is limited to a maximum of five seconds at a time using this move, and as it drains her more the longer she uses it, Using this move for long periods, repeatedly, will cause her to completely run out of stamina.

Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower more than one part of her body at a time, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.

For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and general sensation are all similar to striking a metal barrier.


--made requested changes to the move, looking to see if it looks approve-worthy!
(07-11-2018, 09:48 AM)Weiss Schnee Wrote: Hierro - requires physical proficiency (300 OM)

Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into three major areas of her body - her chest, her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.

The protection this move gives is fairly significant - if Weiss were to grab the blade of an opponent while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. Weiss is limited to a maximum of five seconds at a time using this move, and as it drains her more the longer she uses it, Using this move for long periods, repeatedly, will cause her to completely run out of stamina.

Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower more than one part of her body at a time, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.

For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and general sensation are all similar to striking a metal barrier.


--made requested changes to the move, looking to see if it looks approve-worthy!

Looks good to me, Approved.
Got kind of a big one here...math may be off on the total cost of it, but think I got everything.

The Griffon -- 1,800 OM (Requires: Ranged, Area Attack, Area Defense, Remote Control, Homing)
[spoiler][float=right][Image: xkxsKjJ.png][/float]Roger's car. A black sedan, which serves as his primary form of transportation but also a powerful asset should things turn south and require aggressive measures. It has several means for assisting in combat, both offensive and defensive, and even supportive in nature. It features a video phone installed in it, as well as a built-in computer which can function as a communicator and/or mobile dataverse device (when purchased). It is a general note that only one weapon system can be activated at a time, and switching to another requires the current one to be deactivated first.
-- Machine Guns: A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.
-- Missiles: A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.
-- Mines: A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal.
-- Armor System: Activated via a remote on Roger's person, or by a sequence of buttons on the center console, the Griffon's armoring systems can be used to armor the car and protect it from harm. Either by fully armoring it, covering the windows and sealing even the tires in thick, sturdy plates of armor to prevent intrusion, damage and/or theft, or simply armoring the windows to prevent damage while being driven. The armored plates are sturdy, forming an effective defense, and function as one-way windows allowing Roger to see out but not allowing others to see in (barring any enhanced senses or the like). Deploying or disengaging the armor takes three seconds either way.
-- Camouflage Systems: Roger can deploy a system on the Griffon to change its color and general appearance scheme to superficially help it blend in or evade surface detection. It won't help hide Roger himself, but can avert the most basic of eyes tracking him via his car.
-- Remote Driving: Roger can activate and call the Griffon to him via his watch. Starting up the car remotely takes five seconds, and the watch will function as a locator beacon for the car to drive toward so it can meet up with him.
[/spoiler]
[Image: kUpgBYg.gif]
(07-11-2018, 01:08 PM)Roger Smith Wrote: Got kind of a big one here...math may be off on the total cost of it, but think I got everything.

The Griffon -- 1,800 OM (Requires: Ranged, Area Attack, Area Defense, Remote Control, Homing)
[spoiler][float=right][Image: xkxsKjJ.png][/float]Roger's car. A black sedan, which serves as his primary form of transportation but also a powerful asset should things turn south and require aggressive measures. It has several means for assisting in combat, both offensive and defensive, and even supportive in nature. It features a video phone installed in it, as well as a built-in computer which can function as a communicator and/or mobile dataverse device (when purchased). It is a general note that only one weapon system can be activated at a time, and switching to another requires the current one to be deactivated first.
-- Machine Guns: A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.
-- Missiles: A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.
-- Mines: A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal.
-- Armor System: Activated via a remote on Roger's person, or by a sequence of buttons on the center console, the Griffon's armoring systems can be used to armor the car and protect it from harm. Either by fully armoring it, covering the windows and sealing even the tires in thick, sturdy plates of armor to prevent intrusion, damage and/or theft, or simply armoring the windows to prevent damage while being driven. The armored plates are sturdy, forming an effective defense, and function as one-way windows allowing Roger to see out but not allowing others to see in (barring any enhanced senses or the like). Deploying or disengaging the armor takes three seconds either way.
-- Camouflage Systems: Roger can deploy a system on the Griffon to change its color and general appearance scheme to superficially help it blend in or evade surface detection. It won't help hide Roger himself, but can avert the most basic of eyes tracking him via his car.
-- Remote Driving: Roger can activate and call the Griffon to him via his watch. Starting up the car remotely takes five seconds, and the watch will function as a locator beacon for the car to drive toward so it can meet up with him.
[/spoiler]

So a few things:

How does damage affect the car? Can the gadgets be disabled? One thing that pops into mind is trying to fight Roger while he is in the car. Lots of things can be in play here, such as weight, impact resistance, things that you normally wouldn't need in a move because essentially you are changing your form, though at the same time you aren't. I think more explanation on how damage works against this vehicle will definitely be needed in order to help with clarity.

Can the car deal damage with impact? i.e can you run somebody over or have it run over somebody

Camouflage Systems: how exactly is it changing to conceal itself? Does it match it's background? Shift into a an area appropriate vehicle? Or does it simply change colors to throw off pursuers a tad bit? Some of these may require stealth or suppression depending on what you are going for.

Mines: how big of an area do the mines cover? Can multiple be deployed at once?

How long does it take for the car to reach him when called to him?

If the car is destroyed, how long does it take to resummon it?

There might be a few more things I missed but those are the immediate questions I have.
Was hoping this could be done as a fodder thing.

Spirit of the Weather (Fodder): 
Summer and Sonny are the weather itself given life; the very breath of the sky above. When the weather shifts, it is by their will, their discretion. Passively, using the very energy of nature around them, they can enact changes to the weather. While in their old world, this power was monumental, allowing them to conjure up or dispel even the strongest storms, that isn’t the case anymore. In the Omniverse, their reach isn’t as all-consuming, their will isn’t as indomitable. Rather, without the use of dedicated moves/supers, their influence is quite weak.

Summer, for example, can only conjure up weak winds, enough to be noticed, but not enough to push. Or he could fill the sky above with clouds, though not ominous black supercells. Only up to dark, low-flying stratus clouds and a weak precipitation. A drizzling rain, a weak snowfall, a light haze, that sort of thing. Without a dedicated move, he also can’t summon this in mismatched places. No snow on a tropical beach, no rain in a frozen tundra, etc. Those attuned to nature will note that all changes feel natural, as though it was the will of the weather itself because it is the weather’s will.

Sonny, on the other hand, is able to passively drive away weaker weather. Without a dedicated move, at most, he’s capable of clearing away clouds (but not storm clouds), stopping light precipitation, lowering humidity, marginally increasing temperature, etc. Just in general making the day a little bit brighter. As with his other half, all these changes don’t feel out of the ordinary to someone attuned to nature.

In both cases, these changes happen over a wide local area, because it is shifting the weather itself. This, of course, means that it takes a long time for the full effects. A breeze or a little temperature adjustment can happen within seconds to minutes, but full-on conjuring up or dispersing clouds/precipitation can take the better part of an hour. Since it’s simply the will of the weather, both of them can passively do such things even while concentrating on something else, and sometimes it can even happen unconsciously, reacting to their surging emotions. Of course, these mild weather changes have no effect on a fight. Winds aren’t strong enough to hinder, fog isn’t dense enough to obscure, a heatwave isn’t hot enough to cause heatstroke, the sun isn’t bright enough to burn, and so on and so forth. Additionally, this ability of theirs can't be used to counter actual moves. A wind move can't be redirected or stopped, a smoke move can't be blown away, etc.
[Image: ZpWQiiu.gif]
(07-11-2018, 06:46 PM)Summer Wrote: Was hoping this could be done as a fodder thing.

Spirit of the Weather (Fodder): 
Summer and Sonny are the weather itself given life; the very breath of the sky above. When the weather shifts, it is by their will, their discretion. Passively, using the very energy of nature around them, they can enact changes to the weather. While in their old world, this power was monumental, allowing them to conjure up or dispel even the strongest storms, that isn’t the case anymore. In the Omniverse, their reach isn’t as all-consuming, their will isn’t as indomitable. Rather, without the use of dedicated moves/supers, their influence is quite weak.

Summer, for example, can only conjure up weak winds, enough to be noticed, but not enough to push. Or he could fill the sky above with clouds, though not ominous black supercells. Only up to dark, low-flying stratus clouds and a weak precipitation. A drizzling rain, a weak snowfall, a light haze, that sort of thing. Without a dedicated move, he also can’t summon this in mismatched places. No snow on a tropical beach, no rain in a frozen tundra, etc. Those attuned to nature will note that all changes feel natural, as though it was the will of the weather itself because it is the weather’s will.

Sonny, on the other hand, is able to passively drive away weaker weather. Without a dedicated move, at most, he’s capable of clearing away clouds (but not storm clouds), stopping light precipitation, lowering humidity, marginally increasing temperature, etc. Just in general making the day a little bit brighter. As with his other half, all these changes don’t feel out of the ordinary to someone attuned to nature.

In both cases, these changes happen over a wide local area, because it is shifting the weather itself. This, of course, means that it takes a long time for the full effects. A breeze or a little temperature adjustment can happen within seconds to minutes, but full-on conjuring up or dispersing clouds/precipitation can take the better part of an hour. Since it’s simply the will of the weather, both of them can passively do such things even while concentrating on something else, and sometimes it can even happen unconsciously, reacting to their surging emotions. Of course, these mild weather changes have no effect on a fight. Winds aren’t strong enough to hinder, fog isn’t dense enough to obscure, a heatwave isn’t hot enough to cause heatstroke, the sun isn’t bright enough to burn, and so on and so forth. Additionally, this ability of theirs can't be used to counter actual moves. A wind move can't be redirected or stopped, a smoke move can't be blown away, etc.

These look to be fine to me, even without specific numbers or anything. You already appear to understand that they cannot be used to give you an advantage in any fights but in personal storylines you have a bit more leeway as far as power goes. The weather looks good from down here~ *thumbs up*

Edit:OH AS A SIDE NOTE, make sure you include the proficiencies needed for this, a minor thing since it's fodder but iirc it's still needed. From what it looks like on your roster you have everything you need anyways.
(07-11-2018, 05:15 PM)Dombomb Wrote:
(07-11-2018, 01:08 PM)Roger Smith Wrote: Got kind of a big one here...math may be off on the total cost of it, but think I got everything.

The Griffon -- 1,800 OM (Requires: Ranged, Area Attack, Area Defense, Remote Control, Homing)
[spoiler][float=right][Image: xkxsKjJ.png][/float]Roger's car. A black sedan, which serves as his primary form of transportation but also a powerful asset should things turn south and require aggressive measures. It has several means for assisting in combat, both offensive and defensive, and even supportive in nature. It features a video phone installed in it, as well as a built-in computer which can function as a communicator and/or mobile dataverse device (when purchased). It is a general note that only one weapon system can be activated at a time, and switching to another requires the current one to be deactivated first.
-- Machine Guns: A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.
-- Missiles: A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.
-- Mines: A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal.
-- Armor System: Activated via a remote on Roger's person, or by a sequence of buttons on the center console, the Griffon's armoring systems can be used to armor the car and protect it from harm. Either by fully armoring it, covering the windows and sealing even the tires in thick, sturdy plates of armor to prevent intrusion, damage and/or theft, or simply armoring the windows to prevent damage while being driven. The armored plates are sturdy, forming an effective defense, and function as one-way windows allowing Roger to see out but not allowing others to see in (barring any enhanced senses or the like). Deploying or disengaging the armor takes three seconds either way.
-- Camouflage Systems: Roger can deploy a system on the Griffon to change its color and general appearance scheme to superficially help it blend in or evade surface detection. It won't help hide Roger himself, but can avert the most basic of eyes tracking him via his car.
-- Remote Driving: Roger can activate and call the Griffon to him via his watch. Starting up the car remotely takes five seconds, and the watch will function as a locator beacon for the car to drive toward so it can meet up with him.
[/spoiler]

So a few things:

How does damage affect the car? Can the gadgets be disabled? One thing that pops into mind is trying to fight Roger while he is in the car. Lots of things can be in play here, such as weight, impact resistance, things that you normally wouldn't need in a move because essentially you are changing your form, though at the same time you aren't. I think more explanation on how damage works against this vehicle will definitely be needed in order to help with clarity.

Can the car deal damage with impact? i.e can you run somebody over or have it run over somebody

Camouflage Systems: how exactly is it changing to conceal itself? Does it match it's background? Shift into a an area appropriate vehicle? Or does it simply change colors to throw off pursuers a tad bit? Some of these may require stealth or suppression depending on what you are going for.

Mines: how big of an area do the mines cover? Can multiple be deployed at once?

How long does it take for the car to reach him when called to him?

If the car is destroyed, how long does it take to resummon it?

There might be a few more things I missed but those are the immediate questions I have.

Alright, decided to rework some stuff here and go ahead and draft things up in full notation for the powered up form this was all for.

T1 Powered-Up Form: In the Driver's Seat -- 1000 OM
[spoiler][float=right][Image: xkxsKjJ.png][/float]When fighting it out on foot just doesn't look like it will work, or Roger needs to make a quick escape or pursuit, he opts to hop in the driver's seat of his trademark sedan, the Griffon. It's fast, well-armored and equipped with several weapon and support systems, making it ideal for such situations. But there's only so much of his skills and expertise he can bring to bear with the way the car's equipment is set up, limiting his overall effectiveness and flair. It's a car designed for sophistication and class, featuring elegant and refined interior with little in the way of protection, making any impacts or damage to the car itself quite jarring and rough on Roger himself in turn, and limiting the time he can endure such high speed motorized combat.
ATK: 4
DEF: 5
SPD: 7
TEC: 1[/spoiler]


(For the various weapon and support systems, the names of each have links included to help illustrate.)

Griffon: Camouflage Systems -- 0 OM?
[spoiler]Roger can deploy a system on the Griffon to change its color scheme to superficially help evade surface detection. It won't truly help hide Roger himself, but can avert the most basic of eyes tracking him via his car.[/spoiler]

Griffon: Armor Systems -- 600 OM (Requires: Area Defense)
[spoiler]The Griffon's defensive systems, which come in two optional flavors:
-- A stationary defensive method, which can be activated externally via a remote carried on Roger's person, fully armors the car via folding in the mirrors, covering headlights and windows, and even sealing in the tires under heavy armored plating. It leaves the vehicle utterly stationary and immobile, but provides a potent defense for anything inside, and helps secure it against intrusion and theft.
-- A more mobile defense, which only covers the windshield and windows of the car. Somewhat less potent, but it allows the car to remain mobile unimpeded, though does restrict the available weapon systems to just the mines.
Regardless of which option is deployed, it takes three seconds to fully deploy or retract the armor. The armor plating acts as a one-way viewscreen, allowing anyone within the car to see out, but blocking conventional sight from the outside in.[/spoiler]

Grffon: High-Speed Impact -- 300 OM (Requires: Physical Strength)
[spoiler]Not an elegant means of attack, but an effective one: Roger simply rams a target at high speed with the Griffon. It does take some time to build up to sufficient speed to cause any damage (about five seconds), but at full speed the sheer mass and bulk of the car can smash through even brick and stone walls with relative ease, though the impact is heavily jarring and rough and tends to bring the Griffon to a screeching halt in turn.[/spoiler]

Griffon: Machine Guns -- 300 OM (Requires: Ranged)
[spoiler]A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.[/spoiler]

Griffon: Missiles -- 900 OM (Requires: Ranged, Remote Control, Homing)
[spoiler]A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.[/spoiler]

Griffon: Mines -- 300 OM (Requires: Ranged, Area Attack)
[spoiler]A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal. Each mine has a large blast radius but fairly minimal stopping power, designed to be used in large numbers to be truly effective. The standard payload of mines droppes a scattering of them sufficient to cover a three by eight meter section of road in his wake when driving at a decent speed, and holds enough for two such full payloads before needing to be restocked.[/spoiler]

Griffon: Remote Driving -- 600 OM (Requires: Remote Control, Homing)
[spoiler]Roger can activate and start the Griffon remotely via his watch, up to a maximum range of five miles. When activated, it has two available options:
-- It will activate a homing beacon, tuned to his watch, and self-drive its way to his location. The time it takes to arrive varies depending on how far he is from it, and the terrain between them, but generally it will arrive within five minutes of being called.
-- Roger can manually take control, driving it remotely via his watch. He has a view from a camera mounted in the eagle hood ornament, providing him with a decent ability to control and steer it, though he cannot access any of its weapon systems while remotely driving it in this way.[/spoiler]
[Image: kUpgBYg.gif]
Taking all moves for Jack D. that he hasn't purchased back to the drawing board, for now. Saving them for when he has the Omnilium to purchase them all at once. 
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Metal Weapons (900 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. The weapons can be turned back into metal and stored for later use. 

Don't Touch Me Auto (300 OM, Physical Strength): 


This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 
Alright I'd like to redo Copy Flower.

Copy Flower (0)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates a very, VERY temporary copy of himself within 5 feet. This copy lasts long enough to do a Bros. Move. Otherwise, Wario doesn't use this rare Power Flower. (In gameplay terms, this does nothing except create a Wario clone, purely for flavor or to pull off a Bros. Move. Wario will never use it otherwise, for some reason.)
[Image: signature_wario_by_dusk_likes_hot_dogs.png]
封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
Powers/Proficiencies: Buff
OM: 300
Description: This move is a storage technique. The user places an object within a drawn circle spell fuuinjutsu and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This not possible with moving objects so living objects, things already in motion and objects larger than what would fit in a 8 x 8 x 8 foot box cannot be stored. Requires time to lay a scroll flat, place the object in the center and perform the necessary set of hand-seals. The sealing is not a combat technique, but the object can be called relatively quickly from the scroll by the touch of a hand and a one handed seal by the other. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on significant energy for the user to both perform sealing and in the calling back of the object.
[Image: kuroji%20setsu_zps44rbwwd8.png]


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